Add unit tests for UnitFactory functionality and initialize units package

This commit is contained in:
Matteo Benedetto
2025-08-13 20:36:51 +02:00
parent 088ae02080
commit 689b21bf65
10 changed files with 181 additions and 203 deletions
+9 -6
View File
@@ -31,14 +31,14 @@ class Bomb(Unit):
if n < 0:
n = 0
image = self.game.bomb_assets[n]
image_size = self.game.engine.get_image_size(image)
image_size = self.game.render_engine.get_image_size(image)
self.rat_image = image
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
class Timer(Bomb):
def move(self):
@@ -51,7 +51,7 @@ class Timer(Bomb):
score = 10
print("BOOM")
target_unit = unit if unit else self
self.game.play_sound("BOMB.WAV")
self.game.render_engine.play_sound("BOMB.WAV")
# Use base class cleanup with error handling
try:
@@ -62,20 +62,23 @@ class Timer(Bomb):
# Bomb-specific behavior: create explosion
self.game.spawn_unit(Explosion, target_unit.position)
# Check for chain reactions in all four directions
for direction in ["N", "S", "E", "W"]:
x, y = unit.position
x, y = target_unit.position
while True:
if not self.game.map.is_wall(x, y):
self.game.spawn_unit(Explosion, (x, y))
for victim in self.game.unit_positions.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move >= 0.5:
print(f"Victim {victim.id} at {x}, {y} dies")
victim.die(score=score)
if score < 160:
score *= 2
for victim in self.game.unit_positions_before.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move < 0.5:
print(f"Victim {victim.id} at {x}, {y} dies")
victim.die(score=score)
if score < 160:
score *= 2
@@ -99,10 +102,10 @@ class Explosion(Bomb):
def draw(self):
image = self.game.assets["BMP_EXPLOSION"]
image_size = self.game.engine.get_image_size(image)
image_size = self.game.render_engine.get_image_size(image)
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")